Release Notes:
Core:
- Added: Sequencer.receivedMessage event hook.
- Improved: Typewriter effects now have option to silence audio on pause codes and/or silent characters.
- Improved: Added Entrytag Format > Custom option.
- Improved: Optimized performance of saving quest states.
- Improved: Added warmup option Don't Hide Immediate During Warmup to Dialogue Manager.
- Improved: Lua wizards support custom field type drawers for actors, items, and locations.
- Improved: Dialogue Editor saves any pending changes to disk when closing window or entering play mode.
- Fixed: Dialogue Editor undo improvements to undo creating conversations and dialogue entries.
- Fixed: Open quest log windows will now automatically update when quest states change even when not in Dialogue Manager's hierarchy.
- Fixed: Standard UI Quest Log Window > Select First Quest On Open now works without requiring Show Details On Select.
- Fixed: SetPanel() sequencer command can now override panel for Dialogue Actors on GameObjects that are activated after conversation start.
- Fixed: Timeline Continue Conversation track can now show preview text without requiring Playable Director to be selected.
- Fixed: Always Face Camera switches to new main camera if cached main camera reference is disabled.
- Fixed: Voice() sequencer command audio bug; added option to specify layer and crossfade duration.
- Fixed: Input Device Manager can now translate KeyCode.Return when using new Input System package.
- Fixed: JLC import format can now handle sequences containing curly braces.
- Fixed: Dragging multiple conversations in Dialogue Editor's Conversations Outline mode.
- Fixed: UIPanel no longer deactivates GameObject on start if state is set to Closed but deactivateOnHidden is false.
- Adventure Creator: Updated to better handle ACSpeech() lipsync integration; fixed potential timing issue with PersistentEngine and AC Bridge initialization.
- Celtx: Fixed issue importing [SEQ] blocks containing [square brackets]; added support for [COND] and [SCRIPT] blocks.
- Corgi Engine: Now supports Character Persistence component on player GameObject.
- Ink: Added C# event hook DialogueSystemInkIntegration.loadedStories; respects emphasis settings on dialogue database assigned to Dialogue Manager's Initial Database field; allows conversation-overriding sequencer commands such as SetTimeout() to work.
- Invector: InvectorStatsSaver component now also saves stamina.
- Opsive Ultimate Inventory System: Updated for UIS 1.2.
- PlayMaker: Start Sequence action can now wait until sequencer receives specified message.
- TopDown Engine: Now supports Character Persistence component on player GameObject.